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Combat Champions

All aims use the same sensitivity setting, choose the sensitivity for the aim you prefer to be matched.
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Ghost of Tsushima DIRECTOR'S CUT

The sensitivity and FOV changes depending on certain actions and where you are (indoor etc). The calculations are for the view when you move around outdoor.
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Russian Fishing 4

See the game notes for instructions on how to disable smoothing.
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Arena Breakout: Infinite

Hipfire is added, aims coming soon!
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Project L33T

See the game notes for instructions on how to disable smoothing.
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Showing content with the highest reputation on 03/01/2024 in all areas

  1. This article is only for experienced users familiar with mouse sensitivity. You will not find here anything useful related to site calculator. This article is just a summary of my thoughts. All in this post is just theory. I had in my mind a idea of simulating game sensitivity in Windows. Below points represent projected path of cursor/object on 1/2 of screen by same mouse distances. I thought that creating acceleration profile in RawAccel could slove above differences. Like example below: The acceleration profile would only be active in Windows and would have to be turned off before starting the game. But after playing few hours with software I quickly realised that it’s not possible. As TheNoobPolice tried to tell me. Because acceleration is based only on counts/ms. It means that position of mouse cursor is only accelerated when the counts/ms is changed. To make the idea work the cursor has to be accelerated based on mouse distance (at any counts/ms). It means that mouse or software has to know how many counts was send by mouse during it’s last move. And intelligently reset this information every time when for example mouse stops moving or changed direction. I can imagine it like this: But the idea can work only for 1/2 of screen. The second half is other problem to slove. The easiest thing that comes to mind is to just stop accelerating the cursor. The rest will therefore be constant. Something like “Distance Cap”. Similar to “Cap” in RawAccel. But because I seem to be the only one who is interested in this idea. There is no software or driver that can get me closer to this idea. Or is?
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  2. Version 3.13 is out - Download link in video description: - Added feature "Sens Multiplier" and "Y/X Ratio" from "RawAccel" driver. Allows you to set the sensitivity for each axis separately. - Counter-Strike: Global Offensive renamed to: Counter-Strike 2
    1 point
  3. I think this should work: https://www.desmos.com/calculator/trk3nrmtkp It calculates the amount of distortion there would be at the location of the cursor at a specific fov. This will become the cursor speed multiplier, simulating the distortion of 3D. You would need to make a script that can continuously get the cursors xy position, calculate the distortion amount and then feed that into RawAccel somehow. Before going through the effort I think the whole thing is quite pointless if the desktop itself isn't distorted. If it's flat then there is no context to the cursor speed change. The cursor and desktop panning is already behaving correct to the desktop's fov of 0. You aren't looking at your arbitrarily chosen fov so the cursor speed changes will feel random. If you were able to distort the desktop after it has rendered then the cursor would get distorted anyway. Edit: I did a quick test to verify that the distortion calculation was correct as i wasnt sure. It says the distortion/speed multiplier will be 2 when moving the cursor to the top or bottom of the screen (y 0 or 1080) at 90 vertical fov. So in Aim Lab's creator studio I set the fov to 90 and placed a pillar that begins at the cursor and ends at the exact top of the screen. The sphere at the original crosshair position gets distorted vertically by a factor of 2 (from 34px to only half of the sphere being 34px). I then changed to 150 vertical fov. The pillar was now 145 pixels tall instead of 540, which makes sense since 540 / tan(150/2 *pi/180) = 144.69. I looked up 145 pixels and the sphere again stretched vertically by a factor of 2 (from ~9px to ~18px). In the calculator if you set 150 fov and cursor y to 540 +- 145, you get 2, so it appears that my calculations were correct after all.
    1 point
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